1/3/2024 0 Comments Smash hit combo![]() ![]() These additions are from my guide xD but otherwise you've hit the ones I've covered. UTilt (end) > DS (Up B) works as a true combo from 100 - 140%, even if you're forced to double jump on followup.UAir > full ground DB (Side B) is also possible at low percents, but it is usually ideal for heavy to mid weight characters.Just putting it out there that it's not entirely useless xD UAir > Jab becomes a setup of sorts for followup damage, but it's banking on player hesitation.DThrow > DS (Up B) combos, though safest to do at high percents up till about 130-150%.Particularly at 170% and up, it is possible to do DB1 > double jump > DB1 > UAir/DS (Up B) as a three hit combo If they fly too high up, you can still follow up by double jumping and it will still count as a combo. Air DB1 > Air attack combos at 130% and up.But note that it is still hard to escape most if not all UAir > DAir you may want to specify that you need a FH to connect it, as it will not from a SH unless the opponent is heavyĪll the rest from your list I can confirm works, but as others have added, there are the considerations of DI, rage and whether you are Marth or Lucina will affect how well they work. ![]() Dthrow > BAir/UAir does work, but it depends on how the opponent DIs.May also want to specify that UThrow's kill percent, which is at 150- 180% depending on whether you have rage or not.The NAir > somethings also are setups that are hard to escape, but not impossible by any means.Tested and it works xD it sounded questionable at first though UAir > FAir/NAir is questionably not a true combo by the game's standards, but I'll have to test it myself.I was thinking of the link breaking up in the wrong section xD Yes, it does combo at 40 - 50% UAir > DB (Side B) is indeed a setup, but not a true combo by the game's standards.Also, this doesn't count as a true combo by the game's standards, and can be escaped - liked the NAIr > grab (but the timing is incredibly strict) Its more advisable to go with the NAir setup instead, which is a bit more guaranteed. UAir > grab does work, but only at extremely low percents (from 0 - 30%).You rely on connecting the second hit to knock them far enough away that it cannot be retaliated from. UAir > DS (Up B) is safer at higher percents (around 50 - 70% and up depending on the weight).Check it out as it may already answer to some of your doubts.Ĭlick to expand.Good list here dude, but if I may, there's a few things I can add to and confirm for ya: I've already answered some concerns/questions on reddit. Dthrow + Bair/Uair (needs testing with human player)įair (NO tipper) + Dair (spike) from 60% to 67%.Nair + Grab (may be possible, needs testing with human player, if yes, it’s a kill move with upthrow).Nair + Utilt from 115% (last possible frame) to +200% (not a kill move).Uair + SideB from 45% to 100% (DJ from 90%), please note that it’ll hardly (if ever) end with a full sideB, might be good for set ups/mind games. ![]() Uair (end) + Bair from 30% to 113% (from 96% easy tipper CAN KILL, DJ from 105%).Uair (tipper) + Nair from 25% to 50% (for 3 hits).Uair + Nair from 40% to 91% (after 75% DJ otherwise 2 hit combo).Uair (tipper) + Fair from 20% to 60% (from 50% easy double tipper), good set up to follow with other stuff (UpB ecc). ![]()
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